Difference between revisions of "The Faeries' Ruin"
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m (→Deciphering Spells: i think it means 'in order to' = 'so that you may', if you see what I mean.) |
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This step was released the day following the release of the Shadow Phantoms in the [[Battledome]], while the Phantoms were still available. It is a puzzle where the player helps Xandra, Hanso, and Brynn to cast the counter-spell. This step is collaborative, and there are two parts to it: reinforcing the energy barrier and deciphering the spells. | This step was released the day following the release of the Shadow Phantoms in the [[Battledome]], while the Phantoms were still available. It is a puzzle where the player helps Xandra, Hanso, and Brynn to cast the counter-spell. This step is collaborative, and there are two parts to it: reinforcing the energy barrier and deciphering the spells. | ||
If the next spell in the sequence has been deciphered, Xandra can start work on it. If the barrier fails during this time, progress on that spell will be halted until the barrier is replenished, and Xandra can go back to her work. | |||
====Deciphering Spells==== | ====Deciphering Spells==== | ||
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====Reinforcing the Barrier==== | ====Reinforcing the Barrier==== | ||
Xandra has protected herself, Hanso, and Brynn with a magical barrier. However, its strength is slowly being depleted as the Phantoms try to get in. If it should expire completely, Xandra will have to stop work on the ritual in order to | Xandra has protected herself, Hanso, and Brynn with a magical barrier. However, its strength is slowly being depleted as the Phantoms try to get in. If it should expire completely, Xandra will have to stop work on the ritual in order to help fight the Phantoms. | ||
Players can restore the barrier by transferring the energy from defeated Phantoms into it. To do this, the player's active pet works in a team with three other pets. Two of the team must stabilise and contain the core contain long enough for the third to guide it to the barrier. If they fail to contain it, the core will explode and dissipate and the task must be started over. The fourth pet must suppress energy spikes that would stun the pets and prevent them from doing their tasks. | Players can restore the barrier by transferring the energy from defeated Phantoms into it. To do this, the player's active pet works in a team with three other pets. Two of the team must stabilise and contain the core contain long enough for the third to guide it to the barrier. If they fail to contain it, the core will explode and dissipate and the task must be started over. The fourth pet must suppress energy spikes that would stun the pets and prevent them from doing their tasks. | ||
Players can either choose a specific job and be assigned to any team with a vacancy for that job, or be assigned to any job for any team. The follow day, players became able to create their own teams and invite specific players on to them by sending them a code. Players in a group can choose which job they want, or choose to be assigned to any available position within that group. | |||
=====Stabilization===== | =====Stabilization===== | ||
{{cq|Click on the proper spell components above in order to keep the core stable. You must click on one component of each type (somatic, verbal, material) before clicking the 'Cast' button below them.}} | {{cq|Click on the proper spell components above in order to keep the core stable. You must click on one component of each type (somatic, verbal, material) before clicking the 'Cast' button below them.}} | ||
For each turn, the player in charge of stabilizing the core must prepare a spell to do so. Correctly performing this job creates a "Stable" core and makes the [[#Suppression|Suppression]] job much easier. Failing does not cause the group to fail directly, but the Suppression player will probably run out of shields too quickly, creating a [[ | For each turn, the player in charge of stabilizing the core must prepare a spell to do so. Correctly performing this job creates a "Stable" core and makes the [[#Suppression|Suppression]] job much easier. Failing does not cause the group to fail directly, but the Suppression player will probably run out of shields too quickly, creating a [[wikipedia:vicious cycle|vicious cycle]] of stunned players. A stable core produces only one or two spikes per turn, while an unstable core produces up to three, and critical up to four. | ||
Each turn's spell is composed of three parts: one somatic, one verbal, and one material. There are three choices for each of these actions, and the correct choice depends on the appearance of the core. Each of the somatic acts (the gestures) are coloured, and must match the colour of the energy around the core. The verbal actions vary in how loud the spell is: the bigger the orb, the louder the spell. | Each turn's spell is composed of three parts: one somatic, one verbal, and one material. There are three choices for each of these actions, and the correct choice depends on the appearance of the core. Each of the somatic acts (the gestures) are coloured, and must match the colour of the energy around the core. The verbal actions vary in how loud the spell is: the bigger the orb, the louder the spell. | ||
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Guidance involves navigating the core from its starting position 100m away from the barrier into its designated spot. The core, shown on a map, will tend to drift each turn in the direction depicted by an arrow. The pet chooses a stance by picking a strength for their left and right legs and arms, choosing between Strong, Medium, Weak, and None. (The Battledome strength stat does not matter.) If the pet pushes too hard, they will fall down and be unable to guide the core for the next turn. The guide can move the core about 10 meters on a good turn. | Guidance involves navigating the core from its starting position 100m away from the barrier into its designated spot. The core, shown on a map, will tend to drift each turn in the direction depicted by an arrow. The pet chooses a stance by picking a strength for their left and right legs and arms, choosing between Strong, Medium, Weak, and None. (The Battledome strength stat does not matter.) If the pet pushes too hard, they will fall down and be unable to guide the core for the next turn. The guide can move the core about 10 meters on a good turn. | ||
If the pet falls down and gets stunned on the same turn, the pet will be able to act on the next turn ( | If the pet falls down and gets stunned on the same turn, the pet will be able to act on the next turn (so long as they don't get zapped by an energy spike as well). | ||
If they player doesn't push hard enough for one turn, or doesn't push at all (due to being too slow to confirm their stance or stunned), the orb can slip further away from the barrier. | |||
=====Suppression===== | =====Suppression===== | ||
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Each team member may have a shield placed in front of them, to the left, or to the right. These shields will absorb any strike that hits them directly. Strikes may go directly at, towards the left side, or towards the right side of a player, as indicated by the angle at which the spike forms. Shields are assigned by clicking the spaces in front of the team members, and then clicking the button to lock them in place. | Each team member may have a shield placed in front of them, to the left, or to the right. These shields will absorb any strike that hits them directly. Strikes may go directly at, towards the left side, or towards the right side of a player, as indicated by the angle at which the spike forms. Shields are assigned by clicking the spaces in front of the team members, and then clicking the button to lock them in place. | ||
The player starts out with ten shields to assign, but only regenerates one per turn. If the player performing [[#Stabilization|Stabilization]] does not do well, the player will rapidly start running out of shields, and will need to prioritise which players don't get hit | The player starts out with ten shields to assign, but only regenerates one per turn. If the player performing [[#Stabilization|Stabilization]] does not do well, the player will rapidly start running out of shields, and will need to prioritise which players don't get hit: The Containment job is usually the most critical, while delaying the Guidance job does not have any effect on the rest of the group other than delaying completion of the puzzle. The Stabilization job assists the Suppression job, and, of course, one's own Suppression job is needed to prevent random players from being hit the next turn. | ||
====Fearless Deeds==== | ====Fearless Deeds==== | ||
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*'''[[wiktionary:Cast away|Cast Away]]''' - | *'''[[wiktionary:Cast away|Cast Away]]''' - | ||
*'''Jack of All Stations''' - ''I swear, if I get stunned one more time...'' | *'''Jack of All Stations''' - ''I swear, if I get stunned one more time...'' | ||
*: | *:Complete at least one barrier puzzle in each of the roles: [[#Stabilization|Stabilization]], [[#Containment|Containment]], [[#Guidance|Guidance]], and [[#Suppression|Suppression]]. | ||
==Neocash component== | ==Neocash component== |